Mystic Knights

Attributes
Body +2

Mind +3

Soul +5

Combat Technique lvl 1 (Multiple Targets) Armour lvl 6 (12 Armour) Divine Relationship lvl 1 (Re-roll once per session, take the better roll) Massive Damage lvl 2 (+2 DMG Mod with Swords) Melee Attack lvl 2 (+2 ACV with Swords) Melee Defence lvl 2 (+2 DCV with Swords) Telekinesis lvl 3 (Fire within 10m, can cause match-sized sparks or manipulate house-sized fires) Superstrength lvl 1 (+1 DMG Mod with melee weapons)
 * HP +35
 * EP +40
 * ACV +3
 * DCV +3
 * Shock +7

Attacks
Long Sword: lvl 4, Muscle

Defects
Bane lvl 1 (Weakness to water, 20 additional points)

Deplete lvl 8 (Costs 10 Energy per round to maintain form)

Attributes
Body +2

Mind +3

Soul +5

Combat Technique lvl 1 (Critical Strike) Armour lvl 5 (10 Armour) Divine Relationship lvl 3 (Re-roll thrice per session, take the better roll) Massive Damage lvl 1 (+1 DMG Mod with Tridents) Melee Attack lvl 2 (+2 ACV with Tridents) Melee Defence lvl 2 (+2 DCV with Tridents) Telekinesis lvl 3 (Water within 10m, manipulate 100 kg of water) Superstrength lvl 1 (+1 DMG Mod with melee weapons)
 * HP +35
 * EP +40
 * ACV +3
 * DCV +3
 * Shock +7

Attacks
Trident: lvl 4, Muscle, Reach, Hands

Defects
Bane lvl 1 (Weakness to Air, 20 additional points)

Deplete lvl 6 (Costs 2 Energy per round to maintain form)

Attributes
Body +2

Mind +3

Soul +5

Combat Technique lvl 1 (Extended Range) Armour lvl 4 (8 Armour) Divine Relationship lvl 2 (Re-roll twice per session, take the better roll) Massive Damage lvl 2 (+2 DMG Mod with Bows) Ranged Attack lvl 2 (+2 ACV with Bows) Ranged Defence lvl 2 (+2 DCV against Ranged Attacks) Telekinesis lvl 3 (Air within 10m, can manipulate 100 kg or air or other gases) Superstrength lvl 1 (+1 DMG Mod with melee weapons)
 * HP +35
 * EP +40
 * ACV +3
 * DCV +3
 * Shock +7

Attacks
Crossbow: lvl 5, Penetrating, Range 2, Hands

Defects
Bane lvl 1 (Weakness to Earth, 20 additional points)

Deplete lvl 7 (Costs 5 Energy per round to maintain form)

Attributes
Body +2

Mind +3

Soul +5

Combat Technique lvl 1 (Hardboiled, +10 Shock) Armour lvl 5 (10 Armour) Divine Relationship lvl 2 (Re-roll twice per session, take the better roll) Massive Damage lvl 2 (+2 DMG Mod with Flails) Melee Attack lvl 1 (+1 ACV with Flails) Melee Defence lvl 1 (+1 DCV with Flails) Telekinesis lvl 3 (Earth within 10m, can manipulate 100 kg of sand, dirt or stone) Superstrength lvl 1 (+1 DMG Mod with melee weapons) Shield lvl 2 (grants +2 on defence rolls, or +10 armour)
 * HP +35
 * EP +40
 * ACV +3
 * DCV +3
 * Shock +7

Attacks
Flail: lvl 3, Muscle

Defects
Bane lvl 1 (Weakness to Wood, 20 additional points)

Deplete lvl 7 (Costs 5 Energy per round to maintain form)

Attributes
Body +2

Mind +3

Soul +5

Combat Technique lvl 1 (Two Weapons) Armour lvl 5 (10 Armour) Divine Relationship lvl 2 (Re-roll twice per session, take the better roll) Massive Damage lvl 2 (+2 DMG Mod with Axes) Melee Attack lvl 2 (+2 ACV with Axes) Melee Defence lvl 2 (+2 DCV with Axes) Plant Control lvl 3 (Trees within 10m, can grow up to 5 times original size) Superstrength lvl 1 (+1 DMG Mod with melee weapons)
 * HP +35
 * EP +40
 * ACV +3
 * DCV +3
 * Shock +7

Attacks
Axes x 2: lvl 3, Muscle

Defects
Bane lvl 1 (Weakness to Fire, 20 additional points)

Deplete lvl 8 (Costs 10 Energy per round to maintain form) [bought out]